| 1 | /* |
| 2 | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org |
| 3 | * |
| 4 | * This software is provided 'as-is', without any express or implied |
| 5 | * warranty. In no event will the authors be held liable for any damages |
| 6 | * arising from the use of this software. |
| 7 | * Permission is granted to anyone to use this software for any purpose, |
| 8 | * including commercial applications, and to alter it and redistribute it |
| 9 | * freely, subject to the following restrictions: |
| 10 | * 1. The origin of this software must not be misrepresented; you must not |
| 11 | * claim that you wrote the original software. If you use this software |
| 12 | * in a product, an acknowledgment in the product documentation would be |
| 13 | * appreciated but is not required. |
| 14 | * 2. Altered source versions must be plainly marked as such, and must not be |
| 15 | * misrepresented as being the original software. |
| 16 | * 3. This notice may not be removed or altered from any source distribution. |
| 17 | */ |
| 18 | |
| 19 | #ifndef B2_WORLD_CALLBACKS_H |
| 20 | #define B2_WORLD_CALLBACKS_H |
| 21 | |
| 22 | #include <Box2D/Common/b2Settings.h> |
| 23 | |
| 24 | struct b2Vec2; |
| 25 | struct b2Transform; |
| 26 | class b2Fixture; |
| 27 | class b2Body; |
| 28 | class b2Joint; |
| 29 | class b2Contact; |
| 30 | struct b2ContactResult; |
| 31 | struct b2Manifold; |
| 32 | |
| 33 | /// Joints and fixtures are destroyed when their associated |
| 34 | /// body is destroyed. Implement this listener so that you |
| 35 | /// may nullify references to these joints and shapes. |
| 36 | class b2DestructionListener |
| 37 | { |
| 38 | public: |
| 39 | virtual ~b2DestructionListener() {} |
| 40 | |
| 41 | /// Called when any joint is about to be destroyed due |
| 42 | /// to the destruction of one of its attached bodies. |
| 43 | virtual void SayGoodbye(b2Joint* joint) = 0; |
| 44 | |
| 45 | /// Called when any fixture is about to be destroyed due |
| 46 | /// to the destruction of its parent body. |
| 47 | virtual void SayGoodbye(b2Fixture* fixture) = 0; |
| 48 | }; |
| 49 | |
| 50 | /// Implement this class to provide collision filtering. In other words, you can implement |
| 51 | /// this class if you want finer control over contact creation. |
| 52 | class b2ContactFilter |
| 53 | { |
| 54 | public: |
| 55 | virtual ~b2ContactFilter() {} |
| 56 | |
| 57 | /// Return true if contact calculations should be performed between these two shapes. |
| 58 | /// @warning for performance reasons this is only called when the AABBs begin to overlap. |
| 59 | virtual bool ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB); |
| 60 | }; |
| 61 | |
| 62 | /// Contact impulses for reporting. Impulses are used instead of forces because |
| 63 | /// sub-step forces may approach infinity for rigid body collisions. These |
| 64 | /// match up one-to-one with the contact points in b2Manifold. |
| 65 | struct b2ContactImpulse |
| 66 | { |
| 67 | float32 normalImpulses[b2_maxManifoldPoints]; |
| 68 | float32 tangentImpulses[b2_maxManifoldPoints]; |
| 69 | int32 count; |
| 70 | }; |
| 71 | |
| 72 | /// Implement this class to get contact information. You can use these results for |
| 73 | /// things like sounds and game logic. You can also get contact results by |
| 74 | /// traversing the contact lists after the time step. However, you might miss |
| 75 | /// some contacts because continuous physics leads to sub-stepping. |
| 76 | /// Additionally you may receive multiple callbacks for the same contact in a |
| 77 | /// single time step. |
| 78 | /// You should strive to make your callbacks efficient because there may be |
| 79 | /// many callbacks per time step. |
| 80 | /// @warning You cannot create/destroy Box2D entities inside these callbacks. |
| 81 | class b2ContactListener |
| 82 | { |
| 83 | public: |
| 84 | virtual ~b2ContactListener() {} |
| 85 | |
| 86 | /// Called when two fixtures begin to touch. |
| 87 | virtual void BeginContact(b2Contact* contact) { B2_NOT_USED(contact); } |
| 88 | |
| 89 | /// Called when two fixtures cease to touch. |
| 90 | virtual void EndContact(b2Contact* contact) { B2_NOT_USED(contact); } |
| 91 | |
| 92 | /// This is called after a contact is updated. This allows you to inspect a |
| 93 | /// contact before it goes to the solver. If you are careful, you can modify the |
| 94 | /// contact manifold (e.g. disable contact). |
| 95 | /// A copy of the old manifold is provided so that you can detect changes. |
| 96 | /// Note: this is called only for awake bodies. |
| 97 | /// Note: this is called even when the number of contact points is zero. |
| 98 | /// Note: this is not called for sensors. |
| 99 | /// Note: if you set the number of contact points to zero, you will not |
| 100 | /// get an EndContact callback. However, you may get a BeginContact callback |
| 101 | /// the next step. |
| 102 | virtual void PreSolve(b2Contact* contact, const b2Manifold* oldManifold) |
| 103 | { |
| 104 | B2_NOT_USED(contact); |
| 105 | B2_NOT_USED(oldManifold); |
| 106 | } |
| 107 | |
| 108 | /// This lets you inspect a contact after the solver is finished. This is useful |
| 109 | /// for inspecting impulses. |
| 110 | /// Note: the contact manifold does not include time of impact impulses, which can be |
| 111 | /// arbitrarily large if the sub-step is small. Hence the impulse is provided explicitly |
| 112 | /// in a separate data structure. |
| 113 | /// Note: this is only called for contacts that are touching, solid, and awake. |
| 114 | virtual void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse) |
| 115 | { |
| 116 | B2_NOT_USED(contact); |
| 117 | B2_NOT_USED(impulse); |
| 118 | } |
| 119 | }; |
| 120 | |
| 121 | /// Callback class for AABB queries. |
| 122 | /// See b2World::Query |
| 123 | class b2QueryCallback |
| 124 | { |
| 125 | public: |
| 126 | virtual ~b2QueryCallback() {} |
| 127 | |
| 128 | /// Called for each fixture found in the query AABB. |
| 129 | /// @return false to terminate the query. |
| 130 | virtual bool ReportFixture(b2Fixture* fixture) = 0; |
| 131 | }; |
| 132 | |
| 133 | /// Callback class for ray casts. |
| 134 | /// See b2World::RayCast |
| 135 | class b2RayCastCallback |
| 136 | { |
| 137 | public: |
| 138 | virtual ~b2RayCastCallback() {} |
| 139 | |
| 140 | /// Called for each fixture found in the query. You control how the ray cast |
| 141 | /// proceeds by returning a float: |
| 142 | /// return -1: ignore this fixture and continue |
| 143 | /// return 0: terminate the ray cast |
| 144 | /// return fraction: clip the ray to this point |
| 145 | /// return 1: don't clip the ray and continue |
| 146 | /// @param fixture the fixture hit by the ray |
| 147 | /// @param point the point of initial intersection |
| 148 | /// @param normal the normal vector at the point of intersection |
| 149 | /// @return -1 to filter, 0 to terminate, fraction to clip the ray for |
| 150 | /// closest hit, 1 to continue |
| 151 | virtual float32 ReportFixture( b2Fixture* fixture, const b2Vec2& point, |
| 152 | const b2Vec2& normal, float32 fraction) = 0; |
| 153 | }; |
| 154 | |
| 155 | #endif |
| 156 | |